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<blockquote data-quote="Sword of Spirit" data-source="post: 7817693" data-attributes="member: 6677017"><p>I'm probably over-stepping what you are asking here (and showing my own biases), but one thing I would say is to question more of your assumptions. In order to get a good understanding of the ranges of approaches RPGs have taken to various elements, you need to be familiar with a wide variety of them. Fortunately there are many free RPGs available, some popular commercial games have SRDs (or equivalent) that you can consult, and even more have free quickstarts to get the gist of what they are doing.</p><p></p><p>After spending some time getting familiar with varieties of systems, you can ask yourself what general types of mechanics feel right for yours. You might also find out none of them are right, and invent something completely new.</p><p></p><p>As an example (and relating to my bias), have you seriously considered whether or not to use classes at all, or has it just been "a given" for you that classes are how it is done? You might not want to use them at all after you familiarize yourself with the breadth of available options. Make sure your system choices are giving you what you need for your game, not just giving you what you expect a game to have. Initiative, skills, dice, numbers? There are RPGs that have dispensed with each of those elements (probably not all in the same game). If you just assume all those elements are part of an RPG, well you're definitely in the majority, but you asked for advice, so I'm giving advice to help you excel, not just hit a lowest common denominator. Question your assumptions.</p><p></p><p>And IMO, for the situation you describe, if you aren't intending on doing anything truly innovative, you may want to consider looking at a bunch of RPGs that are along the lines you are going for, picking the one that is closest to how you want it to work, and then houseruling <em>that</em>. There may be something easier for you to work with than 5e if you're really doing more of an extensive houserules.</p><p></p><p>That being said, it also depends on how rules heavy you want the system to be, how "perfect" you want it to be, and how skilled you are at making it happen. If it's fairly rules light, you don't care about it being perfect, and you're pretty good at it, you could whip out a complete, functional system pretty quickly. Just don't bother trying to make money on it, because you are unlikely to recuperate in money the time and effort you spend putting it up for sale.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7817693, member: 6677017"] I'm probably over-stepping what you are asking here (and showing my own biases), but one thing I would say is to question more of your assumptions. In order to get a good understanding of the ranges of approaches RPGs have taken to various elements, you need to be familiar with a wide variety of them. Fortunately there are many free RPGs available, some popular commercial games have SRDs (or equivalent) that you can consult, and even more have free quickstarts to get the gist of what they are doing. After spending some time getting familiar with varieties of systems, you can ask yourself what general types of mechanics feel right for yours. You might also find out none of them are right, and invent something completely new. As an example (and relating to my bias), have you seriously considered whether or not to use classes at all, or has it just been "a given" for you that classes are how it is done? You might not want to use them at all after you familiarize yourself with the breadth of available options. Make sure your system choices are giving you what you need for your game, not just giving you what you expect a game to have. Initiative, skills, dice, numbers? There are RPGs that have dispensed with each of those elements (probably not all in the same game). If you just assume all those elements are part of an RPG, well you're definitely in the majority, but you asked for advice, so I'm giving advice to help you excel, not just hit a lowest common denominator. Question your assumptions. And IMO, for the situation you describe, if you aren't intending on doing anything truly innovative, you may want to consider looking at a bunch of RPGs that are along the lines you are going for, picking the one that is closest to how you want it to work, and then houseruling [I]that[/I]. There may be something easier for you to work with than 5e if you're really doing more of an extensive houserules. That being said, it also depends on how rules heavy you want the system to be, how "perfect" you want it to be, and how skilled you are at making it happen. If it's fairly rules light, you don't care about it being perfect, and you're pretty good at it, you could whip out a complete, functional system pretty quickly. Just don't bother trying to make money on it, because you are unlikely to recuperate in money the time and effort you spend putting it up for sale. [/QUOTE]
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